Every battle is overseen by a judge that places different restrictions (no magic,
only healing items, etc.) to make you creatively reconsider your plans.
Not exact matches
Healing them as an
item only for our fulfillment.
I have
only the
healing potions set to auto - craft, since I know I'll always want the maximum number of them at all times, but more complex
items should be crafted manually.
And when you consider that Princess Peach and Rabbid Peach are the
only characters with
healing abilities (and there are no
healing items in battle), you'll likely feel the need to have at least one of them on your team at all times.
There's a lot I could talk about here: the undulating rhythm of this fight, composed of brief openings in which we could deal meaningful damage and long stretches where every attack we tried required great precision, lest we be devastated by Nergigante's powerful claws; the wins afforded to us by our use of the environment, which in one instance let us crush the dragon under loose hanging crystal stalactites; our use of
items like flash pods, bombs, and
healing powders — things that
only 5 hours of play before we'd
only seen as curiosities, but now felt like necessities.
The
only way to kill the thing is to just pelt it with endless missiles while absorbing as much damage as possible before your
healing items run out.
But heroes can
only heal via a special
item dropped by Princess Leia (Rebels) or Palpatine (Empire).
Blue Reflection's movement from conventional role - playing
item usage is refreshing, but with parties
healing after every conflict, the game offers
only a diminutive challenge when facing subordinate adversaries.
You rarely seem to have to change your armor, and most of the
items seem to help with minimal effect, with initial potions
only healing twenty hit points, which quickly becomes a very small fraction of your health.
Along the way there're plenty of different
items and resources to collect not
only to
heal yourself, but also strengthen your equipment.